The nice thing with git is that it won't let you push anything if there have been any changes since you last pulled. If that's the case, the person that wanted to push needs to pull first, resolve any conflicts that occurred locally, then try to push again. Quick article that explains it nicely after a random google search: http://yehudakatz.com/2010/05/13/common-git-workflows/

You'll also find that git handles merging better than SVN and you don't get as many trivial conflicts.

Cas, would you agree with the coding practice at my work: "If you don't need it right now, don't do it." So don't write any code you think might be useful in the future. Adding in unnecessary 'good ideas' just introduces bugs, bloats the code and adds effort to simple tasks.

I often think of this guideline when I see people say they are 'working on the engine for their first game' - just work on the game, get the code right for the game, and reuse the good bits in your next game.

In fact they almost always have the tag line "all new engine..." in their marketing speak.

That's almost always marketing bullcrap though, because they think by saying that players will assume it's bigger and shinier than the previous game. Usually it just means the same engine with a new coat of paint. Skyrim being an obvious recent example.

I wrote stuff in the beginning to achieve what we needed to achieve, no more, no less. However, being a software engineer of many decades, I have a strange instinct for things that things might one day need to do and how to put things together in a way that doesn't make it so hard to change later. Coupled with this strange instinct is a totally fearless bite-the-bullet-and-just-fecking-do-it attitude to refactoring, re-engineering and rebuilding things. If we needed to make a change to the sprite engine for Revenge of the Titans that broke the other three game using it, we made that change, and then went and fixed everything that broke.

Having now got to the point where we have four games relying on the library of code we've developed over 10 years it's pretty hard now to justify doing that, so I've forked the lot, refactored it, took a fork of Titan Attacks, and I'm making this new version of Titan Attacks work properly with it by way of being an awesome real-world system test.

Along the way I've added every single new feature that Chaz has asked for. Nice

SPGL2 as it is know makes a mockery of all other 2D game engines, or so I think, anyway Well, it does exactly the job we need it to, and that's good.

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